Forcing sRGB in the Visual Shader

Godot Version

v4.3.stable.official [77dcf97d8]

Question

Heya mates, fairly new to Godot coming over from Unity.

I’m running into an issue where my Texture2D which I am adding to a Visual Shader is not being represented in the game world as sRGB. Adding the texture to the Albedo of a normal material works fine, the texture is represented on the mesh with the correct colouring, however if the Material is using a Shader Graph to drive the inputs, the texture is represented as washed out, and not HDR. Pictured below are versions of the texture as a simple Material and then as a Material being driven by a Shader Graph

There is an option in the Material for “Texture Force sRGB” which works flawlessly, but this option does not seem to exist in the Visual Shader Graph

Also linked below the texture Import settings